Diseño Y Desarrollo De Un Sitio Web E-Commerce Para La Distribución Y Comercialización De Piezas Gráficas Tridimensionales Producidas En Blender®

Total Page:16

File Type:pdf, Size:1020Kb

Diseño Y Desarrollo De Un Sitio Web E-Commerce Para La Distribución Y Comercialización De Piezas Gráficas Tridimensionales Producidas En Blender® Diseño y desarrollo de un sitio web e-commerce para la distribución y comercialización de piezas gráficas tridimensionales producidas en Blender®. Memoria de Proyecto Final de Grado/Máster Máster Universitario en Aplicaciones multimedia Informática, multimedia y telecomunicación Autor: Juan Pablo Ruiz Yépez Consultor: Mikel Zorrilla Berasategui Profesor: Laura Porta Simó 7 junio 2019 Diseño y desarrollo de un sitio web e-commerce para la distribución y comercialización de piezas gráficas tridimensionales producidas en Blender®, Máster en Aplicaciones Multimedia, Juan Pablo Ruiz Yépez Créditos/Copyright Esta obra está sujeta a una licencia de Reconocimiento-NoComercial-SinObraDerivada 3.0 España de CreativeCommons 2 / 53 Diseño y desarrollo de un sitio web e-commerce para la distribución y comercialización de piezas gráficas tridimensionales producidas en Blender®, Máster en Aplicaciones Multimedia, Juan Pablo Ruiz Yépez FICHA DEL TRABAJO FINAL Diseño y desarrollo de un sitio web e-commerce para Título del trabajo: la distribución y comercialización de piezas gráficas tridimensionales producidas en Blender®, Nombre del autor: Juan Pablo Ruiz Yépez Nombre del consultor/a: Mikel Zorrilla Berasategui Nombre del PRA: Laura Porta Simó Fecha de entrega (mm/aaaa): 06/2019 Titulación: Máster en Aplicaciones Multimedia Área del Trabajo Final: Trabajo Fin de Máster Idioma del trabajo: Español Palabras clave Modelos 3d, e-commerce, blender Resumen del Trabajo: Este trabajo tiene como fin la creación de un sitio web adaptivo basado en la plataforma e-commerce para la distribución de objetos tridimensionales creados con la aplicación Blender®. El sitio ha sido desarrollado con la tecnología html5 y el apoyo de la plataforma Wordpress, para finalmente ser alojado en un hosting compartido. Este desarrollo pretende poner en ejecución los conocimientos tanto prácticos como teóricos adquiridos a lo largo de toda la titulación, desde la concepción de la idea hasta la co nsecución de la misma con un proyecto prototipo completamente funcional. Se ha aplicado una metodología que permitió estudiar el mercado y la posibilidad de implementación del proyecto, las herramientas a utilizar y las tecnologías más adecuadas para lograr construirlo. Los resultados del trabajo de fin de máster son muy satisfactorios tanto en el ámbito académico como personal ya que se han logrado los objetivos propuestos mediante la implementación de los conceptos y técnicas aprendidas a lo largo de los estudios y se han superado las dificultades que supone la creación de proyectos de ésta naturaleza. Como conclusión, éste desarrollo ha servido para complementar las experiencias en las aulas virtuales y da la pauta para la expansión de funcionalidades nuevas o existentes que permitan enriquecer el aprendizaje en éste tipo de proyectos. Abstract: The purpose of this project is to create an adaptive website based on the e-commerce platform for the distribution of three-dimensional objects created with the Blender® application. The site has been developed with the html5 technology and the backing of the Wordpress platform, to finally be hosted in a shared hosting service. This project’s development aims to put into practice the knowledge acquired throughout the 3 / 53 Diseño y desarrollo de un sitio web e-commerce para la distribución y comercialización de piezas gráficas tridimensionales producidas en Blender®, Máster en Aplicaciones Multimedia, Juan Pablo Ruiz Yépez master’s degree both practical and theoretical, from the conception of the idea to its achievement with a fully functional prototype. The methodology applied allowed to study the market and the possibility of implementation of the project, as well as the tools to be used and the most suitable technologies to achieve it. The results obtained are satisfactory both at the academic and personal levels, the proposed objectives have been achieved through the implementation of the concepts and techniques learned throughout the studies and the difficulties stood by the nature of this kind of projects have been overcome. As a conclusion, this project’s development has served to complement all the experiences at the virtual classrooms and gives away the guidelines needed for the expansion of new or existing functionalities allowing to enrich the learning process to fulfill this kind of of projects. 4 / 53 Diseño y desarrollo de un sitio web e-commerce para la distribución y comercialización de piezas gráficas tridimensionales producidas en Blender®, Máster en Aplicaciones Multimedia, Juan Pablo Ruiz Yépez Dedicatoria A mi hijo Martín quién se ha convertido en mi fuente de inspiración y fortaleza para seguir adelante. 5 / 53 Diseño y desarrollo de un sitio web e-commerce para la distribución y comercialización de piezas gráficas tridimensionales producidas en Blender®, Máster en Aplicaciones Multimedia, Juan Pablo Ruiz Yépez Agradecimientos A todos aquellos profesores y colaboradores de la UOC quienes han aportado positivamente en éste proceso, en especial al consultor de ésta asignatura, Mikel Zorrilla Berasategui por todo el soporte brindado durante el desarrollo del proyecto. A mi madre por su interminable paciencia y apoyo emocional en esta etapa. 6 / 53 Diseño y desarrollo de un sitio web e-commerce para la distribución y comercialización de piezas gráficas tridimensionales producidas en Blender®, Máster en Aplicaciones Multimedia, Juan Pablo Ruiz Yépez Abstract The purpose of this project is to create an adaptive website based on the e -commerce platform for the distribution of three-dimensional objects created with the Blender® application. The site has been developed with the html5 technology and the backing of the Wordpress platform, to finally be hosted in a shared hosting service. This project’s development aims to put into practice the knowledge acquired throughout the master’s degree both practical and theoretical, from the conception of the idea to its achievement with a fully functional prototype. The methodology applied allowed to study the market and the possibility of implementation of the project, as well as the tools to be used and the most suitable technologies to achieve it. The results obtained are satisfactory both at the academic and personal levels, the proposed objectives have been achieved through the implementation of the concepts and techniques learned throughout the studies and the difficulties stood by the nature of this kind of projects have been overcome. As a conclusion, this project’s development has served to complement all the experiences at the virtual classrooms and gives away the guidelines needed for the expansion of new or existing functionalities allowing to enrich the learning process to fulfill this kind of of projects. Resumen Este trabajo tiene como fin la creación de un sitio web adaptivo basado en la plataforma e-commerce para la distribución de objetos tridimensionales creados con la aplicación Blender®. El sitio ha sido desarrollado con la tecnología html5 y el apoyo de la plataforma Wordpress, para finalmente ser alojado en un hosting compartido. Este desarrollo pretende poner en ejecución los conocimientos tanto prácticos como teóricos adquiridos a lo largo de toda la titulación, desde la concepción de la idea hasta la consecución de la misma con un proyecto prototipo completamente funcional. Se ha aplicado una metodología que permitió estudiar el mercado y la posibilidad de implementación del proyecto, las herramientas a utilizar y las tecnologías más adecuadas para lograr construirlo. Los resultados del trabajo de fin de máster son muy satisfactorios tanto en el ámbito académico como personal ya que se han logrado los objetivos propuestos mediante la implementación de los conceptos y técnicas aprendidas a lo largo de los estudios y se han superado las dificultades que supone la creación de proyectos de ésta naturaleza. Como conclusión, éste desarrollo ha servido para complementar las experiencias en las aulas virtuales y da la pauta para la expansión de funcionalidades nuevas o existentes que permitan enriquecer el aprendizaje en éste tipo de proyectos. Palabras clave Modelos 3d, e-commerce, blender, descargas. 7 / 53 Diseño y desarrollo de un sitio web e-commerce para la distribución y comercialización de piezas gráficas tridimensionales producidas en Blender®, Máster en Aplicaciones Multimedia, Juan Pablo Ruiz Yépez Índice Capítulo 1: Introducción.................................................................................................... 11 1.Introducción ..................................................................................................................... 11 2. Descripción ..................................................................................................................... 12 3. Objetivos generales ....................................................................................................... 14 3.1 Objetivo principal......................................................................................................... 14 3.2 Objetivos secundarios................................................................................................. 14 3.3 Alcance........................................................................................................................ 14 4. Metodología y proceso de trabajo ................................................................................ 15 5. Planificación...................................................................................................................
Recommended publications
  • Guía Del Videojuego 3D Basado En El Engine Webgl Blend4web «La Ciudad Perdida»
    Guía del videojuego 3D basado en el engine webgl blend4web «la ciudad perdida». La actualizamos en «Un mundo nuevo». Desde el proyecto n-dimensiones, os presentamos la guia del juego «la ciudad perdida» publicada en septiembre 2018, y como novedad a mayo 2019 la nueva actualización de la portada , así como os presentamos la disponibilidad de su nueva versión que llamamos «un mundo nuevo», esta vez basada en un nuevo engine webgl «verge3d» creado por soft8soft.com. Se pueden jugar desde el portaln-dimensiones y desde cualquier android, al estar ambos disponibles al google play desde mayo 2019. Así como actualmente ya para el mes de septiembre tenemos una serie de videotutoriales para tal nuevo engine en youtube portal. Debido al poco tiempo transcurrido desde el comienzo de este nuevo desarrollo, sólo un par de meses no contiene actualmente la completa lista de técnicas presentada en la primera que ya innovaba con el engine 3d blend4web pero tened un poco de paciencia y en breve lo superará, ya lo hace en velocidad de acceso a los niveles, nada que ver con los largos tiempos requeridos en la primera, así como en facilidad de aprendizaje a quienes deseen diseñar y programar obras 3d relacionadas con todo el potencial presentado en mi trabajo. Lo primero para lograrlo es seguir mis videotutoriales. Los videotutoriales podrán contar con ofrecer todo lo expuesto en mi trabajo y que ya podéis probar de forma anticipada, como la finalidad es que todos podáis publicar como yo vuestros trabajos en la web y crearsus versiones en google play.
    [Show full text]
  • Creating a Web-Based 3D Interactive Resource to Teach the Anatomy of the Human Hippocampus
    Morphology of Memory: Creating a web-based 3D interactive resource to teach the anatomy of the human hippocampus by Alisa M. Brandt A thesis submitted to Johns Hopkins University in conformity with the requirements for the degree of Master of Arts Baltimore, Maryland March, 2019 © 2019 Alisa Brandt All Rights Reserved ABSTRACT The hippocampus is a critical region of the brain involved in memory and learning. It has been widely researched in animals and humans due to its role in consolidating new experiences into long-term declarative memories and its vulnerability in neurodegenerative diseases. The hippocampus is a complex, curved structure containing many interconnected regions that consist of distinct cell types. Despite the importance of understanding the normal state of hippocampal anatomy for studying its functions and the disease processes that affect it, didactic educational resources are severely limited. The literature on the hippocampus is expansive and detailed, but a communication gap exists between researchers presenting hippocampal data and those seeking to improve their understanding of this part of the brain. The hippocampus is typically viewed in a two-dimensional fashion; students and scientists have diffculty visualizing its three-dimensional anatomy and its structural relationships in space. To improve understanding of the hippocampus, an interactive, web-based educational resource was created containing a pre-rendered 3D animation and manipulable 3D models of hippocampal regions. Segmentations of magnetic resonance imaging data were modifed and sculpted to build idealized anatomical models suitable for teaching purposes. These models were animated in combination with illustrations and narration to introduce the viewer to the subject, and the completed animation was uploaded online and embedded into the interactive.
    [Show full text]
  • A Survey Full Text Available At
    Full text available at: http://dx.doi.org/10.1561/0600000083 Publishing and Consuming 3D Content on the Web: A Survey Full text available at: http://dx.doi.org/10.1561/0600000083 Other titles in Foundations and Trends R in Computer Graphics and Vision Crowdsourcing in Computer Vision Adriana Kovashka, Olga Russakovsky, Li Fei-Fei and Kristen Grauman ISBN: 978-1-68083-212-9 The Path to Path-Traced Movies Per H. Christensen and Wojciech Jarosz ISBN: 978-1-68083-210-5 (Hyper)-Graphs Inference through Convex Relaxations and Move Making Algorithms Nikos Komodakis, M. Pawan Kumar and Nikos Paragios ISBN: 978-1-68083-138-2 A Survey of Photometric Stereo Techniques Jens Ackermann and Michael Goesele ISBN: 978-1-68083-078-1 Multi-View Stereo: A Tutorial Yasutaka Furukawa and Carlos Hernandez ISBN: 978-1-60198-836-2 Full text available at: http://dx.doi.org/10.1561/0600000083 Publishing and Consuming 3D Content on the Web: A Survey Marco Potenziani Visual Computing Lab, ISTI CNR [email protected] Marco Callieri Visual Computing Lab, ISTI CNR [email protected] Matteo Dellepiane Visual Computing Lab, ISTI CNR [email protected] Roberto Scopigno Visual Computing Lab, ISTI CNR [email protected] Boston — Delft Full text available at: http://dx.doi.org/10.1561/0600000083 Foundations and Trends R in Computer Graphics and Vision Published, sold and distributed by: now Publishers Inc. PO Box 1024 Hanover, MA 02339 United States Tel. +1-781-985-4510 www.nowpublishers.com [email protected] Outside North America: now Publishers Inc.
    [Show full text]
  • Webar Development Tools: an Overview
    WebAR development tools: An overview Dmytro S. Shepilieva, Yevhenii O. Modlod, Yuliia V. Yechkalob, Viktoriia V. Tkachukb, Mykhailo M. Mintiia, Iryna S. Mintiia,c, Oksana M. Markovab, Tetiana V. Selivanovaa, Olena M. Drashkoa, Olga O. Kalinichenkoa, Tetiana A. Vakaliukb,e, Viacheslav V. Osadchyif and Serhiy O. Semerikova,b,c aKryvyi Rih State Pedagogical University, 54 Gagarin Ave., Kryvyi Rih, 50086, Ukraine bKryvyi Rih National University, 11 Vitalii Matusevych Str., Kryvyi Rih, 50027, Ukraine cInstitute of Information Technologies and Learning Tools of the NAES of Ukraine, 9 M. Berlynskoho Str., Kyiv, 04060, Ukraine dState University of Economics and Technology, 5 Stephana Tilhy Str., Kryvyi Rih, 50006, Ukraine eZhytomyr Polytechnic State University, 103 Chudnivska Str., Zhytomyr, 10005, Ukraine fBogdan Khmelnitsky Melitopol State Pedagogical University, 20 Hetmanska Str., Melitopol, 72300, Ukraine Abstract Web augmented reality (WebAR) development tools aimed at improving the visual aspects of learning are far from being visual and available themselves. This causing problems of selecting and testing WebAR development tools for CS undergraduates mastering in web-design basics. The research is aimed at conducting comparative analysis of WebAR tools to select those appropriated for beginners. Keywords augmented reality software tools, WebAR, A-Frame, AR.js, Three.js, JSARToolKit CS&SE@SW 2020: 3rd Workshop for Young Scientists in Computer Science & Software Engineering, November 27, 2020, Kryvyi Rih, Ukraine " [email protected] (D.S. Shepiliev); [email protected] (Y.O. Modlo); [email protected] (Y.V. Yechkalo); [email protected] (V.V. Tkachuk); [email protected] (M.M. Mintii); [email protected] (I.S. Mintii); [email protected] (O.M.
    [Show full text]
  • Adaptivity of 3D Web Content in Web-Based Virtual Museums a Quality of Service and Quality of Experience Perspective
    ADAPTIVITY OF 3D WEB CONTENT IN WEB-BASED VIRTUAL MUSEUMS A QUALITY OF SERVICE AND QUALITY OF EXPERIENCE PERSPECTIVE Hussein Bakri A Thesis Submitted for the Degree of PhD at the University of St Andrews 2019 Full metadata for this item is available in St Andrews Research Repository at: http://research-repository.st-andrews.ac.uk/ Please use this identifier to cite or link to this item: http://hdl.handle.net/10023/18453 This item is protected by original copyright Adaptivity of 3D Web Content in Web-Based Virtual Museums A Quality of Service and Quality of Experience Perspective Hussein Bakri This thesis is submitted in partial fulfilment for the degree of Doctor of Philosophy (PhD) at the University of St Andrews December 2018 Abstract The 3D Web emerged as an agglomeration of technologies that brought the third dimension to the World Wide Web. Its forms spanned from being systems with limited 3D capabilities to complete and complex Web-Based Virtual Worlds. The advent of the 3D Web provided great opportunities to museums by giving them an innovative medium to disseminate collections’ information and associated interpretations in the form of digital artefacts, and virtual reconstructions thus leading to a new revolutionary way in cultural heritage curation, preservation and dissemination thereby reaching a wider audience. This audience consumes 3D Web material on a myriad of devices (mobile devices, tablets and personal computers) and network regimes (WiFi, 4G, 3G, etc.). Choreographing and presenting 3D Web components across all these heterogeneous platforms and network regimes present a significant challenge yet to overcome. The challenge is to achieve a good user Quality of Experience (QoE) across all these platforms.
    [Show full text]
  • Mapping the Mechanobiome: Novel Mathematically-Derived 3D Visualization of the Cellular Mechanoresponsive System for Interactive Publication
    Mapping the Mechanobiome: Novel mathematically-derived 3D visualization of the cellular mechanoresponsive system for interactive publication by Cecilia C. Johnson A thesis submitted to Johns Hopkins University in conformity with the requirements for the degree of Master of Arts. Baltimore, Maryland March, 2019 © 2019 Cecilia Johnson All Rights Reserved Abstract Mechanical forces, ubiquitous in biological settings, are major determinants of cell fate; they should not be considered a detail applicable to specialized circumstances but rather a vital component of cell biology. To sense, respond, and generate both intracellular and extracellular mechanical forces, cells contain a highly integrated and dynamic network of macromolecules throughout the cell. The Robinson Lab at the Johns Hopkins School of Medicine developed the term “mechanobiome,” to describe and categorize that network of macromolecules. At the interface of cell biology, physics, and engineering, the concept of the mechanobiome provides researchers a systems-level understanding of the extensive contributions of physical force and mechanical cell properties on cell morphology, differentiation, physiology, and disease. Although numerous diseases, including cancer, cardiovascular disease, and chronic obstructive pulmonary disease, develop from abnormal cell mechanics, the mechanobiome is rarely explored as a novel source of therapeutic targets. Increased understanding of the mechanobiome will enhance understanding of normal biological machinery and ultimately lead to new pathways for targeting disease. To address the lack of comprehensive, accurate visualizations of the mechanobiome, two novel theoretical 3D models of the mechanobiome were developed: one at the cellular level and one at the nanoscale level. By integrating published data on components of the mechanobiome, such as crystal structures, macromolecule concentrations, and polymer dissociation constants, a proportionately accurate visualization of the cell’s mechanical system was produced.
    [Show full text]
  • A Web-Based User-Interface for the Exploration of Brain Data
    Imperial College of Science, Technology and Medicine Department of Computing MEng Computing (Games, Vision and Interaction) The Cortical Explorer: A Web-based user-interface for the exploration of brain data Individual Project Final Report Author: Project Supervisor: Samuel Budd Dr. Bernhard Kainz sfb113 Second Marker: CID: Dr. Emma Robinson 00846033 June 19, 2017 Abstract Recent advances in surface based analysis of the brain have re- sulted in a ground-breaking parcellation (area map) of the brain to be produced. The study that produced this parcellation details the subdivision of the brain's surface into 180 regions per hemisphere, each with different functions and micro-structure. A framework from which neuroscientists can compare different brains is a vital compo- nent of neuroscience and this can be achieved using a parcellation of the brain: defining every brain as being composed of a number of different regions. A challenge currently faced by those that promote surface based brain analysis is exposing the data to other neuro-scientists and the public. Brain data is complex and non-intuitive to work with, acting as a significant barrier to the development of neuro-imaging technologies as the constraints and limitations of the data are rarely understand . The brain and neuroscience is a topic of great interest to the public, however few tools exist to make this highly complex data accessible enough to capture that interest. This project is an effort to solve these problems by building a set of tools that expose this complex data in an accessible environment (specifically to explore the parcellation of the brain).
    [Show full text]
  • Copyright by Yajun Qiu 2016
    Copyright by Yajun Qiu 2016 The Report Committee for Yajun Qiu Certifies that this is the approved version of the following report: 3D Modeling Tool Selection For Research-based Educational Games: An Experience APPROVED BY SUPERVISING COMMITTEE: Supervisor: Min Liu Lucas Horton 3D Modeling Tool Selection For Research-based Educational Games: An Experience by Yajun Qiu, B.A.; M.A. Report Presented to the Faculty of the Graduate School of The University of Texas at Austin in Partial Fulfillment of the Requirements for the Degree of Master of Arts The University of Texas at Austin May 2016 Dedication To my family. Acknowledgements I would like to acknowledge Dr. Min Liu and Dr. Lucas Horton for their patient guidance, expert suggestion and enthusiastic support on this report. v Abstract 3D Modeling Tool Selection For Research-based Educational Games: An Experience Yajun Qiu, B.A.; M.A. The University of Texas at Austin, 2016 Supervisor: Min Liu Nowadays, serious games are gaining wide recognition, and many studies have been conducted regarding their implementation. However, the value of serious games in education and research is still subject to debate. Serious game designers might have difficulty selecting appropriate tools for 3D game development since most 3D modeling tools and game engines are designed for developing commercial games. This report highlights the value of research-based educational games and suggests an Education Modeling Tool Framework for 3D modeling tools and game engine selection. The author modifies Petridis and De Freitas’s (2012) framework for serious game engine selection to meet the specialized needs of research-based educational games.
    [Show full text]
  • Ostvarivanje 3D Grafike U Internet Preglednicima Pomoću Biblioteke Three.Js
    Ostvarivanje 3D grafike u Internet preglednicima pomoću biblioteke Three.js Ivanušec, Sandi Master's thesis / Diplomski rad 2021 Degree Grantor / Ustanova koja je dodijelila akademski / stručni stupanj: University of Pula / Sveučilište Jurja Dobrile u Puli Permanent link / Trajna poveznica: https://urn.nsk.hr/urn:nbn:hr:137:571280 Rights / Prava: In copyright Download date / Datum preuzimanja: 2021-10-06 Repository / Repozitorij: Digital Repository Juraj Dobrila University of Pula Sveučilište Jurja Dobrile u Puli Fakultet informatike u Puli SANDI IVANUŠEC OSTVARIVANJE 3D GRAFIKE U INTERNET PREGLEDNICIMA POMOĆU BIBLIOTEKE THREE.JS Diplomski rad Pula, lipanj, 2021. Sveučilište Jurja Dobrile u Puli Fakultet informatike u Puli SANDI IVANUŠEC OSTVARIVANJE 3D GRAFIKE U INTERNET PREGLEDNICIMA POMOĆU BIBLIOTEKE THREE.JS Diplomski rad JMBAG: 0303069339, redoviti student Studijski smjer: Informatika Predmet: Izrada informatičkih projekata Mentor: doc. dr. sc. Nikola Tanković Pula, lipanj, 2021. IZJAVA O AKADEMSKOJ ČESTITOSTI Ja, dolje potpisani _________________________, kandidat za magistra ______________________________________________ovime izjavljujem da je ovaj Diplomski rad rezultat isključivo mojega vlastitog rada, da se temelji na mojim istraživanjima te da se oslanja na objavljenu literaturu kao što to pokazuju korištene bilješke i bibliografija. Izjavljujem da niti jedan dio Diplomskog rada nije napisan na nedozvoljen način, odnosno da je prepisan iz kojega necitiranog rada, te da ikoji dio rada krši bilo čija autorska prava. Izjavljujem,
    [Show full text]
  • Formato Das Contribuições Para O EPCG
    3D and the Web The last twenty years and the future Vitor Cardoso Universidade Aberta (UAb) / CIAC Lisbon [email protected] Abstract A critical view on two decades of 3D graphics “standards” for the Web. Starting with the first W3C standard (VRML) and its evolution (X3D), the reasons for decay and why according to several evidences WebGL, by the Khronos group, seems to be the unavoidable road ahead. Among them, a new phase of “WebGL era” is coming, with full grown 3D applications being WebGL ready. Keywords Web3D, Virtual Reality, Virtual Worlds, VRML, X3D, WebGL. 1. INTRODUCTION In October 2014, HTML’s 5.0 final version arrived. It in- In the first years of the Web era (started in 1991) and the cludes in the norm significant definitions for several media excitement over a multimedia global experience, 3D come (audio, video, 2D graphics) but, against what was expected naturally as the next level. Proposed in 1994 (Pesce, by some developers. 3D is absent. At least apparently be- Kennard, & Parisi, 1994) and endorsed shortly after (Bell, cause, on one hand, VRML/X3D1 - the "official" norm - Parisi, & Pesce, 1994) by vrml.org (now web3d.org), an was not yet revoked although never widely adopted and organism under w3c consortium, VRML/X3D technology still relaying on third party plugins. A X3D Working has been around for two decades as "the" intended 3D Group inside W3C and the Web3D consortium have been graphics standard for the Web. Yet, despite this "official" working for years with “the purpose of fully integrating status, it was never implemented natively on any major X3D with HTML" (Web3D Consortium, 2011) but had no web browser.
    [Show full text]
  • Mergin'mode: Mixed Reality and Geoinformatics for Monument
    applied sciences Article Mergin’ Mode: Mixed Reality and Geoinformatics for Monument Demonstration Konstantinos Evangelidis 1,* , Stella Sylaiou 2 and Theofilos Papadopoulos 1 1 Department of Surveying & Geoinformatics Engineering, International Hellenic University, Serres Campus, 62124 Serres, Greece; [email protected] 2 School of Visual and Applied Arts, Aristotle University of Thessaloniki, Thessaloniki, 54124 Thessaloniki, Greece; [email protected] * Correspondence: [email protected]; Tel.: +30-23210-49117 Received: 27 April 2020; Accepted: 25 May 2020; Published: 31 May 2020 Featured Application: “Mergin’ Mode,” the application featured in this article, takes advantage of traditional geospatial functionalities and 3D visualization frameworks to support the creation of custom virtual geospatial worlds. These may then be served via location-based services in applications utilizing augmented and mixed reality technologies with the aim of promoting cultural-touristic resources. The system relies solely on the Open Geospatial Consortium (OGC) standards for geospatial data and services and was developed on top of JavaScript APIs. It comprises an authoring tool and an end-user app, and its vision is to utilize the “web of cultural data” that will be activated on mobile smart devices in a way akin to Google Maps. The application will be accessible at GitHub. Abstract: Since smart devices are becoming the primary technological means for daily human activities related to user-location, location-based services constitute a crucial component of the related smart applications. Meanwhile, traditional geospatial tools such as geographic information systems (GIS) in conjunction with photogrammetric techniques and 3D visualization frameworks can achieve immersive virtual reality over custom virtual geospatial worlds. In such environments, 3D scenes with virtual beings and monuments with the assistance of storytelling techniques may reconstruct historical sites and “revive” historical events.
    [Show full text]
  • Digital Photogrammetry, Tls Survey and 3D Modelling for Vr and Ar Applications in Ch
    The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences, Volume XLIII-B2-2020, 2020 XXIV ISPRS Congress (2020 edition) DIGITAL PHOTOGRAMMETRY, TLS SURVEY AND 3D MODELLING FOR VR AND AR APPLICATIONS IN CH. A. Scianna 1, *, G. F. Gaglio 2 , M. La Guardia 3 1ICAR-CNR (High Performance Computing and Networking Institute - National Research Council of Italy) at GISLab c/o D’Arch, Polytechnic School of University of Palermo, Viale delle Scienze, Edificio 8, 90128 Palermo, Italy [email protected] 2 ICAR-CNR (High Performance Computing and Networking Institute - National Research Council of Italy), at GISLab, Via Ugo La Malfa 153, Edificio 8, 90146 Palermo, Italy [email protected] 3 Department of Engineering, Polytechnic School of University of Palermo, Viale delle Scienze, Edificio 10, 90128 Palermo, Italy, [email protected] Commission II KEY WORDS: AR, VR, TLS, UAV, Photogrammetry, 3D modelling. ABSTRACT: The world of valorization of Cultural Heritage is even more focused on the virtual representation and reconstructions of digital 3D models of monuments and archaeological sites. In this scenario the quality and the performances offered by the virtual reality (VR) and augmented reality (AR) navigation take primary importance, improving the accessibility of cultural sites where the real access is not allowed for natural conditions or human possibilities. The creation of a virtual environment useful for these purposes requires a specific workflow to follow, combining different strategies in the fields of survey, 3D modelling and virtual navigation. In this work a specific case of study has been analyzed as a practical example, the church of ‘San Giorgio dei Genovesi’, settled in the Historic Centre of Palermo (Italy).
    [Show full text]